#+SETUPFILE: ../../../template/level-2.org
#+TITLE: Planning playtest one
#+DATE: <2019-07-22 Mon 00:00>
#+AUTHOR: vaeringjar
#+EMAIL: vaeringjar@land
#+DESCRIPTION: SPOILERS! Notes from playtests.
#+KEYWORDS: playtests


* Steal the MacGuffin 2019-07-22

Intending to limit the archetypes to only these:
- Combat Mage (Wizard)
- Street Samurai (Fighter)

Additional notes:
- Cold open the game.
- Players already know each other.
- Start with level 2. Multiclass available.
- Disregard encumberance, within practical reason.
- Combat Mages can only carry 1 magazine to begin.
- Does not need to worry about material components.
- Street Samurai starts with 10 magazines.


* Campaign

- Cold opening.
- Early afternoon, spring, overcast, light breeze. 2070ish.
- Cross and move down the street of the downtown area.
- Steal the briefcase from the target.
- Quietly move back up the street and exit in the vehicle.


- Return to the rendezvous location, an office building.
- Negotiate the payment. Find out the case holds a device that restores side effects from cyberware.
- Double cross by one of the others in the room.
- Attempt to exit with the MacGuffin.
- Return to vehicle and drive off.


- We should create more fighting styles.


* Characters

** Zuko (Agent I)

MP5 p308, SA, BF (2 rounds), FA (2 turns), 30/120, nd6+2 for n=Roll-DC/2 +1 for n <= bullets target difference
Lined Coat, AC 13, resistance to bullets
Cyber Eye (military eye)
Katana, 1d8+2(1d10+2), slashing, 2lbs
comlink
medkit (healing potion)

pres
mending
fireb

copperlang
detect mag
burning hand
shield
jump
feather


** Cendre (Agent S++)

Manhunter heavy pistol, SA, 50/150, 1d10+1
Consealed holster
Armoured duster (lined coat)
Knife, cougar fine blade, 1d6+3, 30/60
comlink
medkit (healing potion)

Eyes x2, (attack +1 for 1, +3 for both) (perception +5 per) lowlight, darkvision, infra
Ears x2 (perception +5) gains echo location at higher levels.
Datajack

- Notes from paper


* Entering Combat

In order:
- surprise
- initiative
- turns
- repeat


* Turns

Unordered:
- Move
- Action
- Bonus Action
- Interact With Object
- Reactions (interruptions from other actors)


* Feedback from players

- Needs more work, but not disappointed.
- Some of the SR4 to D&D conversion rules can probably map to existing
  rules.
- FullAuto SuppressiveFire damage seems lethal enough, but since it
  happens over the 6 seconds of a turn it needs a sustained action
  rule.
- Feedback turned into a discussion about whether SR or D&D culturally
  appropriates more and how much is okay and what is offensive.
